Doom 3 Walkthrough & Strategy Guide

Published: Jan 15, 2005

Enemies

Zombies

ZombieAttack Power no weapon: 15 :: flashlight: 20
Health Points 170

Zombies are the most basic of basic enemies. They're slow moving, making it very easy to line up head shots
on the creatures. Unload pistol shots in 'em to conserve your more powerful ammo for bigger targets. Or, if
you're lazy like us, just club 'em over the head with your flashlight. You can safely sprint towards them,
clumb them once, and then sprint away. It usually takes just two smacks to knock 'em out.

These tubbies are much like the regular zombies. Though they're bigger, they're no more
threatening—they'll take a few more bullets to the head to go down, but it's still a good idea to use
pistol shots to take them down...or just use the lovely flashlight. It'll take three smacks to finish 'em off,
but it's fun to watch the big guys try and get you back!

The Z-SEC zombies are some tough combatants, and much more of a threat than regular zombies. Since they're
packing heat you'll have to take them out quickly before they get a chance to fry you. Work them from long
distances with the machinegun, or take 'em out up-close with a shotgun blast to the head. Just be careful not
to stand in front of them for long—they'll quickly tear you apart with their weapon of choice. One of
the tactics versus Z-SECs is to lure them through doorways. When you spot one, backpedal through a previous
door and wait for them to come around the corner. Then you can properly introduce them to your
shotgun.

Flame ZombieAttack Power no weapon: 15
Health Points 150

Though they're only slightly more powerful than regular zombies, they're at least twice as scary. The
flaming zombies run much faster than the other breeds, often forcing you to run backwards while blasting them.
Don't waste your time fooling with pistol shots—bring these guys down as quickly as possible.

Chainsaw ZombieAttack Power chainsaw: 20
Health Points 250

These suckers are freaky. Not only are chainsaw zombies rugged—they'll endure some punishment
before going down—but they're also exceptionally fast. Don't mess around these creatures, and just take
them down as quickly as possible. Don't let them back you into a corner, and instead continue backpedaling
while firing shots into their skulls.

You might think the commando with the gun would be the most fearsome—that's not the case. The unarmed
commandos charge at you with incredible speed (faster than you can backpedal), forcing you to take them down
quickly. Keep your distance from them and take them out with sustained machine gun fire to their heads. If
they force themselves close to you, equip the shotgun and dump a couple blasts into the heads of the beasts.
The chaingunners aren't nearly as aggressive, though they're still dangerous. Again, keep them at a distance
and just out-shoot 'em.

Hellspawn

ImpAttack Power no weapon: 8 :: fireball: 12
Health Points 130

Imps pack potential for damage, with close-range swipes and long-range fireballs. You can easily dodge
their fireball attacks if you keep mobile, even if choose to rush towards them and blast 'em. A good shotgun
shot to the head will take 'em down, or a couple to the torso. Stand a few yards away and wait for them to
toss a fireball. Sidestep around it and you can safely rush up with your shotgun for an easy kill.

PinkyAttack Power no weapon: 10
Health Points 220

Though pinkys are slow, they're still downright creepy. They have no long-range attack, making it easy for
you to take shots at them from afar. And since they're on the sluggish side, you can circle-strafe around them
with relative ease to bring 'em down. They're not nearly as tough as they look.

MaggotAttack Power no weapon: 6 :: jump: 16
Health Points 80

These ferocious beasties are surprisingly easy to take down. They have no projectile attacks, forcing them
to rush straight towards you. As they get close—but before they get a chance to strike—pop 'em in
the skull with a shotgun blast. One is more than enough to kill these lightning quick enemies.

TriteAttack Power no weapon: 12
Health Points 20

Individually, there's nothing intimidating about the trites. The problem is that they never come alone.
Trites typically surround you and lunge at you in rapid succession. Though a shotgun can bring them down, it's
best to have a steady stream of fire from a machine gun or chaingun to keep these critters off you. Whatever
you do, don't let them surround you. If you can, try to funnel them through a narrow space, like a doorway,
and cover that area with machinegun and chaingun fire.

WraithAttack Power no weapon: 8
Health Points 130

There's nothing terrifically terrifying about wraiths. They'll die to one good shotgun blast to the head,
and have no long range attacks. Wait for a wraith to teleport and materialize in front of you—as the red
lights surround the wraith, run up and blast it before it even gets a chance to move.

Lost SoulAttack Power no weapon: 12
Health Points 20

Though lost souls are small, they can be a huge pain in the arse. Lost souls can lunge and attack you from
a pretty far distance, forcing you to shoot them down before they get anywhere close to you. Try to keep them
confined to narrow spaces—if you're left in the open against a group of lost souls you're bound to take
a ton of damage. The plasma gun works well to take these nasty creatures down quickly before they get a chance
to bite back. You can also lure them through narrow spaces, like doorways, where you can easily pop 'em
without worry of being attacked from behind.

CacodemonAttack Power no weapon: 20 :: fireball: 12
Health Points 200

Cacodemons are slow creatures that pack a punch. Their missile attacks are pretty powerful, though they can
be stopped if you explode them before they reach you. Cacodemons often try to rush you and surround you,
though steady machine gun fire will push them away and keep you safe.

RevenantAttack Power no weapon: 16 :: rocket: 10
Health Points 272

Revenants are some of the nastiest enemies in the game. It takes a lot to bring them down, and they fire
homing rockets at you as you shoot 'em. Dodge behind walls to lure the rockets into them, and dodge back out
from behind the barriers to shoot back. You can detonate the missiles in mid flight if you've got the
aim—the plasma gun works well not only to detonate the missiles, but to bring down the revenants as
well.

CherubAttack Power no weapon: 5 :: jump: 12
Health Points 50

Though they're definitely creepier than trites, cherbus aren't any more dangerous. Cherubs die quickly to
machine gun fire and pistol shots, especially when focussed on the head. And since cherubs don't typically
come in groups as big as trites, you shouldn't have anything to worry about when fighting them. When they get
in close, wait for them to lunge at you and quickly dodge to the side. When a cherub lands from this
attack, they're temporarily immobile, letting you ping 'em in the skull.

MancubusAttack Power fireball: 20
Health Points 1,000

These ugly behemoths will eat a lot of lead before they fall, and they pack a couple of powerful rocket
launchers. Their rockets won't track, though, and the mancubus is very slow moving. You can easily
circle-strafe around the beasts while dumping your ammo into 'em. Though it can take a while, they'll
eventually die and without posing too much of a threat to you.

ArchvileAttack Power no weapon: 12 :: fire: 20
Health Points 425

These deadly creatures will summon imps and commandos around them before they try fighting you. If you have
room, focus first on taking out the archvile. If you defeat the demon's spawn it'll just summon more enemies
to keep you occupied. The archviles will become the primary target of your soulcube weapon when you get it. In
fact, it's a good idea to save up the soulcube uses exclusively for archviles.

Hellknights are most definitely a force to be reckoned with. They have incredibly powerful projectile
attacks, along with staggering power in their claws. Fortunately, they're slow as sin. Keep your distance, and
try to fight them in open areas. Though they area slow, you'll have to make sure they don't back you into any
corners. Chaingun fire works well if concentrated on the head, and a few up-close shotgun blasts can work
wonders, though you'll have to be especially quick when going in for the attack.

TickAttack Power no weapon: 50
Health Points 200

Individually, there's nothing intimidating about the ticks. The problem is that they never come alone.
Ticks typically surround you and lunge at in rapid succession. Though a shotgun can bring them down, it's best
to have a steady stream of fire from a machine gun or chaingun to keep these critters off you. Whatever you
do, don't let them surround you. If you can, try to funnel them through a narrow space, like a doorway, and
cover that area with machinegun and chaingun fire. They're a bit more aggressive than trites, but no more
powerful.